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与肥胖青少年相比,瘦青少年在玩电子竞技游戏时能达到更高的强度,但能量消耗并不更高。

Lean adolescents achieve higher intensities but not higher energy expenditure while playing active video games compared with obese ones.

作者信息

Chaput J P, Genin P M, Le Moel B, Pereira B, Boirie Y, Duclos M, Thivel D

机构信息

Healthy Active Living and Obesity Research Group, Children's Hospital of Eastern Ontario Research Institute, Ottawa, Ontario, Canada.

School of Human Kinetics, Faculty of Health Sciences, University of Ottawa, Ottawa, Ontario, Canada.

出版信息

Pediatr Obes. 2016 Apr;11(2):102-6. doi: 10.1111/ijpo.12027. Epub 2015 Apr 8.

DOI:10.1111/ijpo.12027
PMID:25855028
Abstract

BACKGROUND

While decreased physical activity and increased sedentary behaviours are incriminated for their role in the progression of obesity, active video games (AVG) may offer a new alternative to increase energy expenditure in youth. This study is the first to examine the effect of a 1-h AVG play on lean and obese adolescents' energy expenditure.

METHODS

Body composition and aerobic fitness were assessed in 19 obese and 12 lean adolescent boys (12-15 years old). Participants performed a 1-h AVG session (Kinect Sports technology) while wearing a portable indirect calorimeter (K4b2) to assess their energy expenditure and heart rate.

RESULTS

Body weight (91.0 ± 9.5 vs. 58.5 ± 12.4 kg), body mass index (32.2 ± 3.1 vs. 20.3 ± 1.6 kg m(-2) ) and body fat (38.1 ± 2.7 vs. 13.4 ± 3.9%) were significantly higher in obese adolescents (P < 0.001). Absolute energy expenditure was significantly higher in obese (P < 0.05) but not when corrected for body composition. Maximal heart rate reached during AVG was significantly higher in lean adolescents (190 ± 25 vs. 183 ± 28 bpm, P < 0.05). Time spent between 3 and 6 METs (Metabolic Equivalent Task) was not different between groups but time spent above 6 METs was higher in lean adolescents (P < 0.05).

CONCLUSION

Although lean and obese adolescent boys experienced similar energy expenditure relative to their body size during a 1-h Kinect AVG session, lean adolescents spent more time in moderate-to-vigorous physical activity.

摘要

背景

虽然身体活动减少和久坐行为增加被认为在肥胖进展中起作用,但主动式电子游戏(AVG)可能为增加青少年能量消耗提供一种新的选择。本研究首次考察了1小时主动式电子游戏对 lean 和肥胖青少年能量消耗的影响。

方法

对19名肥胖和12名 lean 青少年男性(12 - 15岁)进行身体成分和有氧适能评估。参与者在佩戴便携式间接测热仪(K4b2)的情况下进行1小时的主动式电子游戏(Kinect Sports 技术),以评估他们的能量消耗和心率。

结果

肥胖青少年的体重(91.0 ± 9.5 与 58.5 ± 12.4 kg)、体重指数(32.2 ± 3.1与20.3 ± 1.6 kg m(-2))和体脂率(38.1 ± 2.7与13.4 ± 3.9%)显著更高(P < 0.001)。肥胖青少年的绝对能量消耗显著更高(P < 0.05),但校正身体成分后则不然。在主动式电子游戏期间达到的最大心率在 lean 青少年中显著更高(190 ± 25与183 ± 28 bpm,P < 0.05)。两组之间在3至6梅脱(代谢当量任务)之间花费的时间没有差异,但在6梅脱以上花费的时间在 lean 青少年中更高(P < 0.05)。

结论

虽然在1小时的 Kinect 主动式电子游戏期间,lean 和肥胖青少年男性相对于他们的体型经历了相似的能量消耗,但 lean 青少年在中度至剧烈身体活动中花费的时间更多。

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